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A reason why 4E is not as popular as it could have been
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<blockquote data-quote="pemerton" data-source="post: 5452714" data-attributes="member: 42582"><p>My comment about the rules not explaining how the game is to be played aren't meant to suggest that those with ENworld postcounts in the 1000s can't work it out. I assume you guys are familiar with <a href="http://critical-hits.com/2008/03/05/dd-xp-interview-sara-girard-rob-heinsoo/" target="_blank">the indie games that influenced these aspects of 4e's design</a>.</p><p></p><p>But a lot of RPGers probably are not.</p><p></p><p>And it's not as if WotC <em>can't</em> write these sorts of rules - Worlds and Monsters has pages and pages telling a GM what sort of play points of light will support, how it can be used, how the different fantasy elements - fey, demons, undead etc - can be used to create a fantasy game experience using the "just in time" techniques that 4e's situation-based design works well with.</p><p></p><p>But for some reason they chose not to include this sort of stuff in the DMG. The DMG has a lot of advice on the metagame of building combat encounters, but almost none on the metagame of building and running a skill challenge (there are general guidelines, but no almost no details at all), of designing and resolving a non-railroaded scenario, etc.</p><p></p><p>Well flavour obviously is in the eye of the beholder. But after reading Worlds and Monsters I was very keen to run a points-of-light game. I find it well-designed for running the sort of game I want to run - one in which there is a loose framework to inject the "vibe"/"atmosphere" described by Mercurius in the OP, but in whicht the details are built up over the course of play.</p><p></p><p>I also found the monster lore in the MM was good for this - a bit more than is typical in a Rolemaster or Runequest monster entry, about the same as an AD&D 1st edition monster entry, and less than the 2nd ed entries which I found a bit over-the-top, and tending to answer all the questions in advance of play rather than leaving them to be answered during play.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5452714, member: 42582"] My comment about the rules not explaining how the game is to be played aren't meant to suggest that those with ENworld postcounts in the 1000s can't work it out. I assume you guys are familiar with [url=http://critical-hits.com/2008/03/05/dd-xp-interview-sara-girard-rob-heinsoo/]the indie games that influenced these aspects of 4e's design[/url]. But a lot of RPGers probably are not. And it's not as if WotC [I]can't[/I] write these sorts of rules - Worlds and Monsters has pages and pages telling a GM what sort of play points of light will support, how it can be used, how the different fantasy elements - fey, demons, undead etc - can be used to create a fantasy game experience using the "just in time" techniques that 4e's situation-based design works well with. But for some reason they chose not to include this sort of stuff in the DMG. The DMG has a lot of advice on the metagame of building combat encounters, but almost none on the metagame of building and running a skill challenge (there are general guidelines, but no almost no details at all), of designing and resolving a non-railroaded scenario, etc. Well flavour obviously is in the eye of the beholder. But after reading Worlds and Monsters I was very keen to run a points-of-light game. I find it well-designed for running the sort of game I want to run - one in which there is a loose framework to inject the "vibe"/"atmosphere" described by Mercurius in the OP, but in whicht the details are built up over the course of play. I also found the monster lore in the MM was good for this - a bit more than is typical in a Rolemaster or Runequest monster entry, about the same as an AD&D 1st edition monster entry, and less than the 2nd ed entries which I found a bit over-the-top, and tending to answer all the questions in advance of play rather than leaving them to be answered during play. [/QUOTE]
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